This dark iron mace is forged in the image of a clenched fist, the fingers curling around a sphere of jagged iron. When held, it seems to pulse with a cold, tyrannical energy. The handle is wrapped in blood-red leather, and runes of domination and fear spiral along its shaft.
Whenever you strike a foe with Bane's Iron Fist, they hear the whispers of Bane’s dominion, sowing terror in their hearts. The more you use this mace, the colder and heavier it feels, as if the burden of Bane’s rule rests upon your shoulders.
You have a +3 bonus to attack and damage rolls made with this magic weapon.
Aura of Oppression. While attuned to this mace, the wielder exudes an aura of dominance. All creatures within 10 feet of you that are not allied with you have disadvantage on saving throws against being frightened.
Tyrant’s Strike. When you hit a creature with this mace, you can force them to make a DC 15 Wisdom saving throw. On a failed save, the creature is frightened of you until the end of your next turn. You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses after a long rest.
Command the Weak. Once per long rest, as an action, you can invoke Bane’s will through the mace, casting Hold Person on one humanoid creature within 30 feet. The target must succeed a DC 15 Wisdom saving throw or be paralyzed for 1 minute. If the target is below half its hit points, it has disadvantage on this saving throw. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Curse. If attuned by someone who is not a Cleric or Paladin who is of Lawful Evil, Neutral Evil, or Lawful Neutral alignment, the wielder is cursed. While cursed, they have disadvantage on saving throws against the frightened condition. Additionally, once attuned, the curse can only be removed by a Remove Curse spell or similar magic, and the wielder cannot willingly unattune from the mace.
Proficiency with a Mace allows you to add your proficiency bonus to the attack roll for any attack you make with it.
This weapon has the following mastery property. To use this property, you must have a feature that lets you use it.
Sap. If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.
Notes: Bonus: Magic, Frightened, Paralyzed, Cleric or Paladin, Damage, Control, Debuff, Combat, Cursed, Sap
Previous Versions
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9/17/2024 7:48:05 PM
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9/18/2024 5:29:02 AM
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1.5
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9/22/2024 7:35:18 AM
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1.75
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9/24/2024 4:27:43 AM
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2
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9/24/2024 5:35:20 AM
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2.25
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